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Everything posted by Steenamaroo
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Errors KeyNotFound, NullPointer & SetDestination
Steenamaroo replied to theddyrust's Support Request in Support
That gives me a lot to go on. Thank you. Would you mind confirming that server setting nav_disable is False and nav_wait is True? -
Hi mate, Thanks for the suggestions. Headshot is a % chance but is post-accuracy settings so, for example, the npc might have a 50/50 chance of shooting you, but a 1 in 30 chance of a headshot if it hits you. I could make headshot % chance a config options, I suppose. Maybe that'd be useful? Grenade accuracy could be varied. I never really thought about that since it takes relatively long for a grenade to get to the player's location, and they're a moving target, but certainly the option could be added. Range too - I set a max distance of 80m, hardcoded, but I could make that configurable if you think it'd be helpful. Thanks for the ideas!
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Errors KeyNotFound, NullPointer & SetDestination
Steenamaroo replied to theddyrust's Support Request in Support
Hi, That first one is a null error in the `/botrespawn info` command, when looking at something that isn't an npc. I wasn't aware of that one so it's now fixed. Thanks for reporting! The second paste is about scientists from the cargoship, so not related to BotReSpawn. Sounds like there's some issue with the LaunchSite area, which is good because that's vanilla - I can go and see if I can do something about it. That's really helpful. Any spam relating to that profile should stop if you set the profile AutoSpawn false, then reload the profile. The reload is essential to kill off the current live npcs. I haven't seen your keynotfound error yet so if you're willing, sending me a full console log from the very end of a server cycle, right before restart, would be super helpful. -
NullReferenceException on both 3.06 and 3.07
Steenamaroo replied to Jeff.Thibault1's Support Request in Support
Hi, Could you check your /config/RustRewards file to make sure it has no errors or issues? You can use www.jsonlint.com to verify it, or send it to me. -
Errors KeyNotFound, NullPointer & SetDestination
Steenamaroo replied to theddyrust's Support Request in Support
No custom spawn points. Ok. Anything unusual about that area of the map? -
Errors KeyNotFound, NullPointer & SetDestination
Steenamaroo replied to theddyrust's Support Request in Support
Hi, Looks like it's caused by scientist_roam npcs, so most likely BotReSpawn. The locations all seem to be bunched around ( 70, 50, -850 ) - Is there anything unusual about that area of the map? Do you have custom spawn points around that location, or just a random-spawning profile? Thank you! -
Errors KeyNotFound, NullPointer & SetDestination
Steenamaroo replied to theddyrust's Support Request in Support
The best logging you'll be able to get is the server log to file. You can enable that by having -logfile "log.txt" in your startup script, after RustDedicated.exe. For example - RustDedicated.exe -batchmode -nographics -logfile If you could enable that then send me a copy of the log file before restarting/shutting down the server, that'd be great. (the file is overwritten each time). In the mean time, if you see the KeyNotFound error feel free to paste here. It should have useful info with it. -
Errors KeyNotFound, NullPointer & SetDestination
Steenamaroo replied to theddyrust's Support Request in Support
Hi, Thanks for reporting. If there are issues I'll certainly fix them. What version of BotReSpawn are you running? If you have server log to file enabled could you DM me a copy of your most recent log? If not, if you could paste the relevant errors that'd be great. -
Hi, Is that new behaviour? Did the heli not target them in previous versions? I'll make it a configurable option in the next update. Thank you!
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Hi, BotReSpawn is internally limited to a max of 10 of the same kind of monument, which explains why you had 10 before. Previous versions, however, didn't differentiate between large and small substations, and there are two variants of each. What you're seeing there, for substations, seems correct. The fishing village seems to have a/b/c variants. BotReSpawn should list those now. The same is true for the Wild Swamps. There's two variant of harbour, listed as large and small. If you're sure your map has more than one harbour but only one is listed, I'll fire up a map tomorrow and see if there's something to fix.
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Hi @Lei_Wong I got a bit mixed up earlier with the CustomLoot question but CustomLoot is support for BotReSpawn npc corpse loot. The management is done at the CustomLoot config end, though, since there are more options such as min/max item amounts, etc. Would have been cool to pick a loot-table right in the BotReSpawn UI but since CustomLoot needs more info it wouldn't really work. The preset export/recall is a great idea. I sort of have that in already, although not as ergonomically as you describe. If you change DataPrefix in your BotReSpawn config file then reload the plugin, you'll be working with three new data files of that name. As it stands you could set up a prefix for WeekOne, WeekTwo, etc, although there's no UI method of switching between them. That's something I should do ^. Great idea.
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Hey, I think I misread, or misunderstood this. You always had the option to allow, or disallow, rust's vanilla scientist corpse loot. You also had the option to use CustomLoot to supply the corpse loot, or add to the existing vanilla scientist corpse loot. The new option just allows you to change the loot type from vanilla scientist to some other vanilla container/barrel loot table, but it doesn't change the old mechanics at all. If you want CustomLoot to be supplying the loot, with or without vanilla scientist loot, you can still do that. If you haven't made any changes to the profiles, loot wise, everything should work exactly as it did before.
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NPCs not Attacking each other (Faction/Subfaction)
Steenamaroo replied to Kaho's Support Request in Support
Hi, Looks like I've made a mistake so I'll do a patch update soon. For now setting both faction and subfaction to the same thing will 'fix' it, but doing so wont be necessary after the patch update. Thanks for flagging this. -
@Lei_Wong- @Covfefeis correct - Thanks for that. Melee weapons used to be OP, not by choice. I've balanced out weapon damage across the board now so nothing's OP, but understand some people will still want greater than normal melee damage. That's what that option is for. @pookins- I could bring in CustomLoot profile as an option, for sure. The focus, for now, was other existing loot containers from the game, by request. Thanks! @Snivel- Use of grenades and meds are both automatic. The npcs will use them at strategic times, when line of sight is being broken/unbroken.
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No problem. Thanks for flagging it.
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My pleasure.
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Hi, Sounds like some plugin is formatting their version number as X.X instead of X.X.X Would you mind seeing if the attached copy solves the issue? Thank you! UpdatesChecker.cs
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Hi, Do you have stationary set to true for their profile?